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2025-03-19 21:10:19 +08:00
commit 86c8755f79
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105
animation/bounce.go Normal file
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package animation
import (
"fmt"
"strings"
)
// BounceAnimation 弹跳动画
type BounceAnimation struct {
BaseAnimation
Property string // 要变换的属性(如 y, transform 等)
From string // 起始值
To string // 结束值
BounceCount int // 弹跳次数
}
// NewBounceAnimation 创建一个弹跳动画
func NewBounceAnimation(targetID string, property string, from, to string, bounceCount int, duration float64, repeatCount int) *BounceAnimation {
return &BounceAnimation{
BaseAnimation: BaseAnimation{
Type: Bounce, // 弹跳动画类型
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
Property: property,
From: from,
To: to,
BounceCount: bounceCount,
}
}
// GenerateSVG 生成弹跳动画的SVG代码
func (a *BounceAnimation) GenerateSVG() string {
var sb strings.Builder
// 创建animateTransform元素使用transform属性
if a.Property == "transform" {
sb.WriteString(fmt.Sprintf("<animateTransform href=\"#%s\" attributeName=\"transform\" type=\"translate\" ", a.TargetID))
sb.WriteString(fmt.Sprintf("from=\"%s\" to=\"%s\" ", a.From, a.To))
} else {
sb.WriteString(fmt.Sprintf("<animate href=\"#%s\" attributeName=\"%s\" ", a.TargetID, a.Property))
sb.WriteString(fmt.Sprintf("from=\"%s\" to=\"%s\" ", a.From, a.To))
}
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
// 生成弹跳效果的关键帧
var keyTimes, values []string
step := 1.0 / float64(a.BounceCount*2)
for i := 0; i <= a.BounceCount*2; i++ {
// 调整关键帧时间,使动画更加平滑
keyTime := float64(i) * step
// 为每个弹跳周期添加额外的中间帧
if i > 0 && i < a.BounceCount*2 {
keyTime = keyTime + (step * 0.1) // 稍微延长每次弹跳的时间
}
keyTimes = append(keyTimes, fmt.Sprintf("%.3f", keyTime))
if i%2 == 0 {
values = append(values, a.From)
} else {
values = append(values, a.To)
}
}
// 添加关键帧属性
sb.WriteString(fmt.Sprintf("values=\"%s\" ", strings.Join(values, ";")))
sb.WriteString(fmt.Sprintf("keyTimes=\"%s\" ", strings.Join(keyTimes, ";")))
// 添加缓动函数
sb.WriteString("calcMode=\"spline\" ")
sb.WriteString("keySplines=\"")
for i := 0; i < len(values)-1; i++ {
if i > 0 {
sb.WriteString(";")
}
if i%2 == 0 {
// 快速上升
sb.WriteString("0.2 0 0.8 1")
} else {
// 缓慢下落
sb.WriteString("0.2 0.8 0.8 1")
}
}
sb.WriteString("\" ")
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
if a.Delay > 0 {
sb.WriteString(fmt.Sprintf("begin=\"%gs\" ", a.Delay))
}
// 添加fill属性
sb.WriteString("fill=\"freeze\" />")
return sb.String()
}